dotnet / MQTTnet

MQTTnet is a high performance .NET library for MQTT based communication. It provides a MQTT client and a MQTT server (broker). The implementation is based on the documentation from http://mqtt.org/.
MIT License
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ManagedClient on Hololens 2 Unity connecting in editor but not on device #1108

Closed AgentBignose closed 2 years ago

AgentBignose commented 3 years ago

Describe your question

For shop floor environment I created a nice app which is able to recognize markers attached next to sensors and displays a hologram text with the mqtt consumed measured sensor values just in the place of the sensor with the right offset and scaling using augmented reality. This works perfectly on Android Phone/Tablet with MQTTnet.

Now I implemented the same App for Hololens 2 in a Unity Engine project. Everything runs perfectly accept mqtt connection. In Unity Editor even that works, but once I deploy to the device it stops connecting. Since I usally also use mqtt for logs and traces from the mobile devices in field and runtime debugging I cant manage with the device debugging is tough.

Network wise I am sure nothing is blocked, app permissions in manifest should also be correct.

Has anybody used MQTTnet with Holo 2 already?

Any knowledge of anybody that there is a conceptual reason it cant work? For example related to the compley .net/cpp deployment chain?

Which project is your question related to?

chkr1011 commented 3 years ago

I never used Holo Lens so that I can only guess. But apart from proper permissions I have no other idea. We only use plain Sockets in this project and I don't know why they should work in debug mode but not in release mode. Do you have an exception for us?

chkr1011 commented 2 years ago

Closing due to inactivity.